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HÂRN POTTAGE II 1

Table of Contents
Article Page(s)
Caer Eneehwair 2-5
Ostler 6-7
Toll House 8-9
Half-Villein 10
Arcane Object -
Púka Skin 11
Bandit Hideout 12-15
Apothecary 16
Potion - Sands of Life 17
Ambush -
A question of honour 18-21
Inn 22
Arcane Object -
Shrouds of Upprisa 23
Hermit Hovel 24-25
Jarin Hamlet 26-29
Bestiary -
Shroud Ghoul 30

INTRODUCTION CREDITS
WRITER
Here is the second instalment of the Hârn Pottage articles for use with Mike St-Pierre
HârnWorld™ gaming system but most are hopefully sufficiently generic to be MAPS
used for any gaming system. Able to be inserted into an on going campaign by Mike St-Pierre
the GM or as a starting off spot for rookie adventurers these encounters, places ARTIST
and things hopefully will add an extra element of detail to enhance game play. Richard Luschek
I hope you find my work useful and your players enjoy their experience PROOF-READER
playing any of the Hârn Pottage II articles. David St-Pierre

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 2
CAER ENEEHWAIR
History
Built between the years 478 and 485 on the site of a
previous wooden structure, the oval keep was an attempt
to copy the Khuzan fortifications around Hârn. The keep
was actually an impressive accomplishment by the masons
who worked on it. A beautiful structure with a stunning
interior, it almost bankrupt the clan constructing it. In fact
there were many changes to the original plan as construc-
tion progressed to tone down the wanton extravagance.
In the years 670 to 673 a tower was added to the west
side of the keep for added living quarters. Taking only four
years to complete the
tower gave the keep a
commanding view of the
countryside
with a lookout
70’ high.
Lastly in
709, a gate-
house with
small tower was started
on the eastern side of
the keep by the present
lord. Finished rather
quickly in 711 the
gatehouse completed a
formidable fortification.
Local Map
A – Village. Some of the village buildings are shown
to the east of the keep. The settlement is moderately
wealthy with a dozen guilds and two temples. The resi-
dents are suspicious of outsiders but polite, especially to
important looking individuals.
B – Miller’s Pond. A five acre pond was formed
when the stream was dammed for the new mill which is
to the north east. The pond is relatively shallow with a
modest fish population. The lord of the keep enjoys fish-
ing here and in the summer many children swim and
play here. The western edge of the pond has turned
boggy, producing a sizable insect population.
C – Lord’s Fields and Orchard. To the south west
are the lord’s lands. Worked by the local serfs the lands
are fertile and produce an abundance of food stuffs.
D – Keep Compound. The keep has a wooden pali-
sade and ditch for protection with two small wooden
watch towers by the gates. A 20’ cliff protects the north-
ern part of the compound. The large building is the
barn/stables which houses the ostler and his apprentice
as well as a teamster in the lord’s employment. The
other buildings are the residences and work shops for the
smith, falconer and hound master.

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HÂRN POTTAGE II 3
Cellar
At the bottom of the stairs is the cold storage for the
keep. Rules dictate that servants may only enter this
area with candles, as torches produce more heat. This
room holds many fine beverages including four casks
of Trierzon brandy, easily fetching 1£ each. The well
is open to the room above and sound here
carries easily to the scullery.
The crypt is beautifully carved with
religious symbols and pictorials of the
clan’s history. The crypts are set up three
across and three high, at pre-
sent 16 of the spaces are
sealed.
The crypt also doubles as a
strong room, holding two
stout chests with a large sum
of monies. One of the crypts
holds the remains of a past
clan member who still clutches his enchanted broad
sword, buried with him after he fell in battle. The
sword’s abilities were unknown to the clan at the
time of his death or it would surely have become a
family heirloom. Also hidden in a crypt at the
northwest corner is a chest which contains a secret
cash of gold and silver, to be used in emergencies.
The small room off of the crypt is used for
embalming but is very small and cramped. The present
lord is considering the idea of changing the room to an
ossuary.
The bottom level of the eastern tower holds the
gaol. There are three cells here as well as
various items for the extraction of
information. The present lord does all
interrogating himself, the dunking
well being his favourite method.
Ground Floor
The lower level of the gate-
house holds a small barracks for
four men-at-arms. A small ar-
moury is always locked; the lord
and captain of the guard have
the only keys.
The kitchen is a busy place throughout the day.
The five members of the kitchen staff are always
working hard, lead by a large woman with a powerful
voice. There are ten servants at the keep, all sleep on
this level in hammocks strung up in various locations at
night. The servants have a total of two children and one
infant amongst them. The children practically have the run The tower holds barracks for six archers of the garrison.
of the keep, playing and hiding behind all but locked doors. The bunk beds are three high so there is room for nine if
need be. Visitors of low rank, messengers and the like are
The scullery is also used for storage. Some of the ser- given space here to sleep.
vants also sleep in here at night, also in hammocks.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 4
Second Floor
The gate house is reached by a drawbridge which is
raised at sundown. In peaceful times it has become
common to use the entrance hall to store firewood. The
small room in the gatehouse tower is also used for storage,
extra blankets and the like.
The great hall is where feasts and court is
held. The tables are stacked to the side when
court is in session. The lavatory just off the hall
is used by the male inhabitants of the keep.
The south western room is home to
the lord’s mother. She suffers from
arthritis in her knees and stays in her
room much of the time. She loves
children and the servant’s children of-
ten play in her room.
The next room sleeps a squire and two pages
of the household. The boys serve the lord of the
keep but the captain of the guard sees to their
education. The boys are worked hard and
beatings are not uncommon for disobedience.
The tower holds a chapel dedicated to the
lord’s patron deity. A resident priest aids in the tutoring of
the squire and young pages. The lavatory here is strictly
for the female residents.
Third Floor
The upper floor of the gatehouse is used as a mess
hall for the servants and guards. The winch for the
drawbridge is here and a guard is always on duty
during the night.
The captain of the guard has the small
room at the back of the gatehouse. The
room is plain but serviceable; the captain
is loyal to the lord (but every man has
his price) and travels with his liege
everywhere.
The upper gallery of the great hall
holds the ladies table as well as various
pieces of art and trophies collected
over the years. Built to impress
visitors to the keep the gallery does
not disappoint, possibly the most at-
tractive hall in the land.
The large south western room use
to be the lord’s room before the tower
was completed in 673. It is now the residence of the This level of the tower is dominated by a council cham-
chamberlain, a wise man of 64 years. The secret com- ber which is a favourite playground for the children. A
partment contains a chest with a modest sum of coin used statue to the Lord’s mother’s patron deity stands in a niche
by the chamberlain for the household upkeep. at the end of the hallway next to the stairs. The lavatory
The next room is a guest room used for important visi- was built as a special request for the lord’s mother when
tors; the lord’s eldest son and heir usually resides here she was lady of the house. This fine lavatory is used by the
about two months of the year. ladies of the house only.

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HÂRN POTTAGE II 5
Fourth Floor
The roof of the gatehouse has machicolations for added
defense and during the day a guard is usually here. The
small quarters here is home to the lord’s second son who
was knighted just last summer. The room, although small
is comfortable and warm.
The roof of the keep is home to various birds
that nest in the cracks of the keep. The ladies of
the keep enjoy walking here on sunny days.
The fourth floor of the tower is
home to the lady of the keep, her
teenage daughter and a lady-in-waiting
who acts as chaperone. The chamber
is well furnished with the women
spending much time in front of the
fireplace chatting and sewing. The
lord’s daughter is of marrying age but
so far her father has not settled on a particular suitor.

Fifth Floor
The roof of the gatehouse tower gives a fine view of the
countryside. The lord’s second son comes here often to
shoot birds with his bow. On one occasion
a stray arrow nearly struck a local resident.
The lord’s chamber is a fine room, richly
decorated with expensive furniture. The
lord and his man servant sleep here. The
large locked chest contains the lord’s ar-
mour and weapons as well as a sizable
amount of coin. The man servant is a
cousin of the lord who was born with a club
foot. He endures much ridicule from all
residents of the household save the lord’s
mother, his loyalty is weak.

Top Level Crow’s Nest


The top of the tower The look out has an
has a peaked roof above impressive view of the
it for protection from the countryside. A warning
elements. The lord of the bell here is rung during
keep enjoys coming here emergencies and is able to
at all hours to collect his be heard for 2 leagues.
thoughts, even on cold
days.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 6
OSTLER eastern corner while his brother and sister-in-law share the
other large bed. The children sleep in the smaller beds
Location – Any Hârnic Country closer to the fire. The locked chest by Ganporl’s bed con-
Size: 4/9 Quality: œœœœ Prices: Very high tains personal items as well as 400d in coin. A short sword
is also kept under Ganporl’s bed for emergencies. The
Basic Facts house is well built with a shingled roof and a barrel outside
Louten stable is owned by two brothers, Hlasar and collects rain water.
Ganporl of Louten. Started by their grandfather the stables
Moving counter clockwise is the granary which holds
have been in the family for almost 50 years. Although Hla-
the family’s food stuffs as well as oats for the horses. A
sar is the eldest brother and owner of the stables his
farm cat counts this building as its home and does a good
brother Ganporl has been running it since 716 when a par-
job at keeping the mice away.
ticularly spirited horse kicked Hlasar in the head which left
him addled. Both brothers have their master credentials The old barn is home to the apprentices who sleep in
but the guild is considering revoking Hlasar’s due to his in- the hay loft as well as Tatarn, who is too rambunctious to
jury. be kept in the same barn as the mares. A horse cart is pro-
tected from the elements by an overhang. The eastern part
The Louten brothers are renowned for their well trained
of the barn is a tool shed which holds many tools as well as
and large warhorses. Easily able to carry a fully armoured
the bridles for the mounts. Older horses about to be sold
knight the steeds are popular with lords and ranking offi-
are usually kept in the old barn.
cers of fighting orders. Smaller than most ostler’s opera-
tions the brothers work on a philosophy that quality sur- The new barn holds the bulk of the herd. At present
passes quantity. there are eight mares that are kept towards the southern
end of the barn. The large enclosed pen to the south holds
The warhorse training is preformed by Ganporl with the
the four yearling foals when not at their mothers’ side. The
aid of an apprentice. There are presently two apprentices
northern part of the barn holds the older fillies and colts.
at the stables and Ganporl is looking for a journeyman to
There are presently seven colts, and three fillies.
join the team. Hlasar developed a severe speech impedi-
ment from the kick and as a result is a hindrance on opera- The four year olds are all sold, but the three year olds
tions; usually one of the apprentices has to watch him. The are still available for late next spring. One of the three year
apprentices mock Hlasar constantly, although not within olds is very large and Ganporl is already considering ex-
Ganporl’s sight. The brothers often hire transient workers panding and digging a well with the record profits from
to aid in the menial tasks, such as mucking out the stables, four stallions.
usually for a hot meal and a coin. The stable’s fields are fenced off into numerous sections
The family unit includes the brothers’ wives and three to keep the horses separate. Even with these precautions,
children, all Ganporl’s. Hlasar’s wife, Maenete is very un- the stud Tatarn has gotten to the young fillies in the past.
happy and as such, a sullen and cranky woman. She
wanted children and a good life; alas she has no children
and an idiot husband who lives off his brother’s charity.
Falawn is Hlasar’s wife and unlike her sister in-law, con-
tent. Three young children and a caring husband have Fa-
lawn working hard but she manages a clean, orderly house-
hold. The sister in-laws are often at odds but this is kept in
the bounds of sarcastic jibes and off color jokes.
The stables have eight strong mares which are breed
every two seasons, four each year. The stable stud is
Tatarn, a huge (by Hârn standards) stallion at 17 ½ hands.
The men usually train two suitable warhorses each sea-
son. Sold in their fourth year the horses fetch a high price
of 1000d to 1500d. One particularly large stallion once
fetched a price of 2700d. The fillies and unsuitable colts
are sold as riding or cart horses in their third year.
Ground Floor
The house is small but serviceable, one large room with
curtained off areas for privacy. The clan often share their
table with part time workers, an example of the family’s
Peonian values. Hlasar and his wife sleep in the south

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 7

Hooks
My horse is lame (and so is this hook). A player The missing stud. Tatarn has run off or been stolen.
loses their steed to injury, a passing traveler directs the PCs Ganporl hires the PCs to track and return his prize stallion.
to Louten stables as an excellent place to purchase a new A group of strong men hired by a rival ostler could make
one. the task more interesting.
An indecent act. Tatarn has jumped the fence, again. That’s gonna come out of my pay. After picking up
A PCs horse is in season and the stud will not be turned their liege’s new warhorse, a severe thunderstorm spooks
away, can the rider avoid injury? the animal and it breaks free. The players really need to
get that horse back.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 8
TOLL HOUSE doors, a portcullis and murder holes it is a formidable chal-
lenge to any attacking force. A gibbet with some hapless
Location – Thardic Republic but easily modified to criminal also hangs by the gate. A guard is always sta-
suit other kingdoms tioned here to collect tolls from travelers who pass from
sunrise to sunset.
Basic Facts
The manor house was constructed on a large flat rock The manor house proper is nothing more than a short
in a shallow but wide part of the river. Originally the 30’ square tower. The ground floor is divided into two
manor was only connected to the eastern shore via a short rooms, one for the kitchen and the other is for storage.
wooden bridge. In the 7th century with war happening in Three slaves (servants) sleep on the floor in the kitchen.
all the lands the manor was expanded to include a longer They are overworked and often abused by the legionnaires
bridge reaching to the western shore protected by a gate- (guards). Their avoid eye contact with all individuals, star-
house. ing at their feet even if addressed directly.
Since then the manor has acted as a toll house as well The small dock holds a two man boat unless the water
as manor house. During the day the well travelled road level to too deep, then the boat is pulled up to the com-
brings in a healthy amount of coin from traffic, locals are pound. During the spring thaw the water level is some-
exempt from the toll. times well above the dock, even reaching halfway up the
stairs. As a result the bottom door is warped from water
The local magistrate (lord) has a garrison of six legion-
damage and does not close properly; it is unable to be
naires (guards) stationed here due to the bridges impor-
barred because of this. The two inner doors are also left
tance. At times other toll house taxes collect here before
unbolted most times as security is overly lax.
being sent on to the provincial (shire) capital but these oc-
currences are rare.
References are given for the toll house as if it were in the
Thardic Republic but substitutes are given in italics if used in a
Feudal Kingdom.
Ground Floor
The manor sits on a rocky
outcropping in the middle of the
river. Some fill was used in the
creation of the manor but the
large, relatively flat rock proved
to be an excellent defensible lo-
cation. The compound is
usually 10’-14’ above water
level but during spring floods
the water has been 8’ higher on
occasion. A small 3’ high wall
surrounds the area.
The eastern bridge is pro-
tected by a stout gate set into a
solid stone structure. A gibbet
hangs beside the gate with the
remains of some past criminal.
This gate is always open from
sunrise to sunset with no guard
about.
In the north of the small
compound is an even smaller
stable. The stable holds only
two horses used for messengers.
The western gatehouse is the
newest construction and the
stone is a different shade. Pro-
tected by two sets of thick

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 9
Second Floor
The eastern gate has a small battlement
above it reached by a ladder. Numerous large
stones are kept here in case of trouble.
The second floor of the gatehouse sleeps the
garrison of six legionnaires (guards) in two triple
bunks. The room is cramped and drafty but a
fireplace helps with the temperature. Large
supplies of stones are kept here as well as a
cauldron for oil in the event of unwelcome
guests.
The manor house hall is where the
magistrate (lord) and legionnaires (guards) spend
most of their time. Usually drinking into the late
hours the men often bet on who will take the
first watch at the gate, the loser leaving the table
early. The locked chest in the room contains
the accumulated tolls and journals awaiting the
arrival of the tally clerk.
The curtained off area to the east doubles as
storage and the sleeping area for the
magistrate’s (lord’s) man servant.
The large bed to the west sleeps Adas
Valsoria, a petty bureaucrat (noble). He is a
member of an important family but does not
have what it takes to survive politics, and so was
placed here out of the way. He often makes inaccurate en-
tries in the toll journal so he may pad his own purse. Not
very intelligent and very greedy his skimming of the taxes
is easily uncovered but he has survived so far by bribing
the tally clerk in the past. The locked chest contains his
personal affects which include a silver hilted broad sword
and a purse of 200d. The secret compartment beside the
bed holds some of his ill gotten gains; a total of 1340d re-
sides in a small sack.
Top Floor
The roof of the tower gives a decent view of the area.
People rarely come up here and a pair of territorial black-
birds have nested in a crack. Visitors to the roof should
expect an attack from the couple who will dive bomb inter-
lopers.
Hooks
A collection of pennies. Players hear that the pro-
ceeds of three other toll houses are now at the manor.
They will be leaving tomorrow; will the PCs mount a prof-
itable raid on the manor? Extra guards are expected to-
morrow so tonight is the night.
Corrupt dog. The tally clerk has discovered Adases
skimming. What’s worse is that no bribe was offered. The
clerk offers the PCs a way into the manor, via the ruined
door at the dock if they put an end to Adas, they may keep
half of the coin they acquire.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 10
HALF-VILLEIN stuffs dry. The second half of the house is the barn where
the goat and chickens are kept although the chickens can
Location – Any Feudal Kingdom also be found in the living area as well.
Basic Facts The yard holds a few apple trees to the south of the
Gosem of Haile is a successful serf farmer of 32 years. house and the pig pens occupy the south west corner. A
A man of average build, he is unremarkable in every way. small shed is in the northern part of the yard which holds
His family consists of his wife Jaim, three surviving chil- aged fire wood as well as a few tools.
dren, all boys between 8 and 15 years as well as a widower In the centre of the yard is a 9 foot deep well which is
brother with his two daughters’ ages 7 months and 9 years. being dug by Kain. The walls are reinforced with wooden
Gosem has only 22 acres which is barely enough to feed planks at present but will be changed for stone if the spot is
his large family but his brother Kain, does extra work for viable. While digging Kain found an old broken chest con-
others in exchange for food which keeps the family from taining various ruined objects. The only item of any value
going hungry, in fact they have been able to save a little is a mass of silver coins corroded together. Although items
extra non-perishable food in case of emergency. found belong to the lord, Kain hid the coins in the tool shed
not sure what to do with them, his brother is unaware of
The family has a respectable herd of 22 goats as well as
the find. The coins will have to be melted down before be-
7 swine and a dozen chickens. No plough or oxen means
ing of any use but there are 400d+ in the mass.
the family rents from another clan or the lord of the fief, but
results in them planting their crops later than Gosem would Hooks
like. Gosem is attempting to trade half his livestock for a Trade? Kain approaches the players with a promise of
plough and oxen team, a fair trade. his treasure for an oxen team with plough. Not a bad pros-
pect but if the lord of the fief finds out the players could be
Ground Floor charged as accomplices in the theft of the lords property.
The farm house is of typical serf design; having two
main rooms. The main living area has a fire pit in the cen- Treasure map. A map in the possession of the PCs
tre for cooking and warmth. The curtained off pallet beds has led them to Gosem’s yard, right where the well is dug.
are for the adults and the children sleep in crude bunks. The map can hint to multiple chests buried and Kain has
Various items are stored about the room and a raised only stumbled upon one.
wooden platform in the northwest corner helps keep food

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 11
ARCANE OBJECT
PÚCA CLOAK
The Púca (also known as Pooka or Phooka) is one of
the faery folk of Hârnic and north western Lythian legend.
They are shape changers who can appear as almost any
animal (mammals only) from the size of a hare to a stallion,
but always appearing with near black fur.
The only known Púca cloak was possessed/created by
Aplec, a little known lieutenant of Lothrim the foulspawner.
The cloak is made from the hide of a slain Púca and ap-
pears as a simple black furred cloak with a deep hood.
The cloak has but a single power but its ability has few
equals. When the wearer pulls the hood onto his/her head
the individual will be able to take the form of the animal
(mammals only) they are envisioning. Size of said change
is limited to 5 lbs to 1000 lbs giving the wearer quite a
range. Restrictions of what a person may change into are
limited to their own knowledge. A person may not become
a lion if they have never seen one before. Characters shape
changed will retain their non physical stats, (e.g. Intelligence
and aura) but will take on all physical stats of the creature
mimicked (e.g. Strength and stamina). Items carried will
change with the wearer but enchanted items will resist the
cloaks power and fall to the ground during the metamor-
phosis. The changing process takes but a single combat
round (10 seconds).
Shape changing with the cloak is not without risk how-
ever. The spirit of the Púca still resides within the cloak
and seeks a new body. If a person receives a wound that
requires a shock roll while shape changed and the player
fails said roll, he/she is possessed by the Púca spirit. A
person possessed becomes a Púca and their past life is for-
gotten forever as they run off never to be seen again.
When attempting a change the player must roll against
their WILL x5 to see if they can attain the shape of their
envisioned animal. A second attempt will be against their
WILL x4, third x3.
CF – Players loses focus with the cloak and must wait a
full day before trying again.
MF – Nothing happens.
MS – Player succeeds and can maintain their new
shape for up to an hour.
CS – The person may stay in animal form for up to 3 Above illustration is taken from The Lothrim Empire Vol. XII,
hours. the only known reference of the Púca Cloak. Courtesy of the
Only three changes or attempts may be performed Serekela Edine Kynn from the archives at Caleme.
each day. Reverting to human form does not count as a
change and is always successful. It is possible to change
from an animal form to another animal without first revert-
ing to human as long as a successful WILL roll is pre-
formed, any failure will revert the wearer to human form.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 12
BANDIT HIDEOUT The Hideout
Location – Any wilderness area close to civilization 1 Entrance – The old Khuzdul entrance has shifted
slightly over the centuries making the door outline appar-
Basic Facts ent. It was this fact that allowed Uven to discover the es-
During the years of the Atani Wars the Khuzdul built cape tunnel. On most days the door is left open to improve
several dozen small outposts at key locations to check the air circulation within the hideout, occasionally, at night it is
Lythian invaders. Many of the tiny garrisoned locations also left ajar, even if just inches.
were razed by the barbarian hordes, others passed by and
The ground around the door is well worn by the bandits
ignored. In the end, all surviving outposts were abandoned
removing the earth excavated by the miners which is
when the Khuzdul retreated to their mountain cities.
dumped into the stream. The men do however try and
The surface portion of the tower collapsed long ago into hide the entrance with fresh brush each day, a futile task.
a pile of stone. Over the centuries, this has itself been cov-
A lone guard is always about watching the door, usually
ered with century’s worth of rotted leaves and overgrown
one of the junior members. Sitting in a tree close by is a
with plants and trees until it now appears as no more than
favourite hiding spot.
a small hillock. Then, about two decade ago a young run-
away serf by the name of Uven of Bason was hiding in the 2 Kitchen – This room was dug out from a damaged
woods near a stream. He stumbled across the secret area in the original Khuzdul shaft. Shored up and ex-
emergency exit of the Khuzdul outpost on the small cliff panded it is now used as a common room and kitchen
face. Using the tunnel as a hiding spot he took to banditry where the men eat and play games of chance.
and poaching to survive. Over the years he has attracted
Kept here are various tents and sleeping rolls as the
various followers and took the name “Ugly Uven”.
men prefer to sleep out doors on warm nights. Large
About three years ago Uven was joined by Sagett, a booty and provisions are kept in this room but the only
quiet but highly intelligent man. With Sagett’s assistant the things of true value at this time are two good wood axes
gang has gained much success and grown to 11 members. and a war saddle. The saddle was stolen from an appren-
Just last year the gang kidnapped four miners for the pur- tice ostler while delivering it to a local lord; it is possible
pose of expanding their hideout. the lord’s coat of arms could be burned onto the saddle.
3 Sump – When the gang kidnapped the miners last
year they immediately sought to dig a sump to collect wa-
ter. Once a week the water is removed by bucket, usually
about an hours work for two men, but when it rains the
sump must be drained daily. Wooden planks cover the
wetter part of the ground which will creak when walked
across.
4 Sagett’s Room – A crude but strong door is built
into the wooden supports separating this room from the
rest of the cave complex. A chain and padlock on the out-
side of this door keeps it securely closed unless Sagett is
present.
The room is the residence of the gang’s second in com-
mand, known only as Sagett. A lone lamp hangs on a sup-
port beam shedding minimal light. The room shows signs
of improvement with wooden planks being installed to the
walls to help keep the heat in. The sparse furnishings con-
sist of a crude but sturdy framed bed, large trunk holding
various pieces of clothing, a brazier for warmth and a
locked chest. The chest has only one key which Sagett
keeps with him at all times. It contains his spoils, of which
only the following have any real monetary value, 39d, 8
weasel pelts, twenty yards of silk fabric and a finely carved
wooden coffer.

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 13

Also in the room is a young girl


taken captive by the gang months
ago. She is Sielya, the daughter of
a local miller who was caught while
traveling to be married. Her dowry
proved to be a good score for the
gang and her mother and father
were left unhurt. Unfortunately for
Sielya, Sagett took a liking to the
girl and forfeit his share of the take
to acquire her. She now lives in
this small room to please Sagett’s
lust, her morale is very low. She is let out
of the room once per day to cook for the men;
she suffers repeated gropes and fondling from the
bandits. If she were freed, her father, who has given her up
for dead, would gladly pay her rescuers 50d for her safe re-
turn. system and smoke collects here when there are fires in the
other rooms. Various tools lay about and a wheelbarrow to
5 Sleeping quarters – This room sleeps the four jun- remove debris is parked here.
ior members of the gang. It has the poorest air circulation
and the ceiling is covered in black soot from the fire pit. 9 Uven’s quarters – This room is of Khuzdul con-
The men sleep on simple bed rolls kept off the floor by struction and has good ventilation. A stout door with a de-
wooden planks. There is a small trunk by one of the beds cent lock protects the leader of the gang. Uven spends
with a very simple lock. The chest contains a few coins much of his time here counting and recounting his coin.
and various clothing items. A bucket is used as a lavatory Uven is considering moving rooms as the prisoners must
being emptied every morning; the bucket is horrid to say be dragged through here twice a day to and from work but
the least. as it is the finest room in the complex; he is reluctant.
A decently made bed is hidden by a moth eaten tapes-
6 Sleeping quarters – Senior members of the gang try. Three comfortable chairs with a brazier take up the
have crude cots in this large room. There are also two middle of the room and the southern part holds supplies
chests here with simple locks. Their contents are mainly and booty. The locked chest near Uven’s bed contains per-
personal items with a few coins. sonal affects and 220d in coin. The less tangible booty the
7 Chimney – The miners dug this area out to improve gang steals stays here until Uven is able to use, fence or
the air circulation of the tunnels. The ceiling is 16’ high sell it off. At present the following are kept here.
and ends at the tangled roots of one of the trees above. 3 gallons of honey (36d) Herbs, common (60d)
Many cracks and crevices allow the smoke to escape but 10 bushels of salt (120d) 10 calf hides (160d)
water does drip down when it rains. The men also use this
30 bushels of oats (120d) Lute, no strings (140d)
area as a lavatory with a couple of buckets laid on the floor.
5 gallons of brandy (40d)
8 New tunnel – This tunnel is the area presently be-
ing worked on by the miners. It is the highest point in the

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 14
These items are heavy and cumbersome, a wagon or out. They have nothing of value and are unable to reward
pack mules will be required to remove them all in any their rescuers other than pledge their loyalty.
quick fashion.
13 Store room – This room has a badly rotted door
10 Escape tunnel – This low passage connects the which will likely collapse if opened roughly. The inside of
tunnels with the Khuzdul tower. The passage ends at a the room is mostly empty aside from the scant remains of
small spiral staircase which leads up into darkness. An barrels. Uven would have used the room but the south east
odour of waste can be detected by the stairs. wall is partially collapsed so the room is left untouched out
of fear of a total collapse.
14 Khuzdul treasury – Hidden by a secret door this
room has avoided detection by the Uven and the others.
During the last moments of the towers life the Khuzdul de-
fenders hide all of the garrison’s valuables in this secret
room. Two sturdy chests with excellent locks hold various
items indicated below. One of the chests appears to be in
fact a large maul hammer. Weighing in at 28lbs it is unsure
if it was actually a weapon or just a decorative chest but if
the rotted handle is replaced it may just be able to serve as
a maul to a strong individual.
Chest #1 (maul hammer, lock level 7) contains:
11 The well – This small room has a working well for 22 sealed tubes containing personal letters to the families
water but is used only as a last resort as the men drink of the garrison. Names of authors are inscribed on each
from the steam near the entrance. Two doors exit the tube in runic. There could be a reward if returned to any
room, both rotten but the western one shows some signs of Khuzdul. The returning of said letters could be a legitimate
repair. The stairs continue up for a short while before end- reason to enter the Kingdom of Azadmere.
ing at impassable rubble. Chest #2 (lock level 8) contains:
12 Gaol – This reeking room was used as a gaol dur- 400 Khuzan silver pennies
ing the Atani wars and is so again by Uven. Trapped here 3 Khuzan gold crowns
are two remaining miners who were captured by the ban- A small bag with 16 gemstones (total value 1000d)
dits last year. The bars are rusted and easily bent but after
A very fragile tomb, the captain’s journal. Also likely to
one of their num-
garner a reward if returned.
numbers was
killed for trying to And lastly, a set of 12 figurines carved from walrus
escape, the others tusks (children’s toys) (240d)
given up such
notions. Another
miner
succumbed to a
cough during the
winter. The men
are being used as
slave labour to
expand the hide-

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 15
The Gang wounds. The men each have a short sword, dagger and
At present there are 11 gang members with 3 captives. short bow, the twins use hand axes.
Led by Ugly Uven, the gang has seen a reasonable amount
of success in the last few years with the arrival of Sagett. Senior members (5)
Uven of Bason “Ugly Uven” - A stocky, brutish 36 Str 11 Agi 10 Sml 09 Wil 08 Cml 09
year old man, Uven has survived for two decades not on Sta 11 Eye 11 Voi 11 Aur 10 End 11
his skill but on sheer luck. He uses a large morningstar in Dex 10 Hrg 11 Int 09 Mor 07 Mov 10
battle and always seeks out the largest opponent to con- Physical Skills: Climbing 50, Condition 55, Jumping
front. He maintains leadership by strength and intimida- 60, Stealth 55, Throwing 55
tion but is easily manipulated by his second in command. Combat Skills: Initiative 68, Unarmed 65, Dodge 50,
If caught in a dire situation, Uven is not above begging for Dagger 55, Short sword 60, Short bow 45, Hand axe
his life and would sell out everyone in order to save his 60
own skin. He would even give up his treasure to save his Armour/Weapons: Leather Calf boots, gauntlets and
life but only as a last resort. vest; Kurbul half-helm; Short sword; Dagger; Short
bow; Hand axe (twins only)
Uven of Bason “Ugly Uven”
Str 17 Agi 09 Sml 11 Wil 10 Cml 07 Junior members (4)
Sta 14 Eye 08 Voi 09 Aur 14 End 16
Dex 10 Hrg 11 Int 08 Mor 08 Mov 09 Lobar, Hanar, Mabrosta and Mys – These men
Physical Skills: Climbing 57, Condition 80, Jumping have been with the gang for only a little over a year. They
66, Stealth 70, Throwing 67 joined after their band of outlaws was ambushed by a con-
Combat Skills: Initiative 73, Unarmed 71, Dodge 45, tingent of knights from the order of The Spear of Shattered
Dagger 73, Morningstar 84, Short bow 77 Sorrow. Having escaped the melee they met up with Uven
Armour/Weapons: Quilt Gambeson; Ring Hauberk and his lot who took them in. They are each armed with a
short; Kurbul half-helm; Leather Knee boots and club, dagger and crude short bow.
Gauntlets; Morningstar; Dagger; Short bow
Junior members (4)
Sagett – A small man, weighing only 120 lbs, Sagett is Str 10 Agi 10 Sml 09 Wil 08 Cml 08
second in command. His high intelligence has made him Sta 11 Eye 10 Voi 10 Aur 10 End 11
indispensable to Uven. The other members are jealous of Dex 09 Hrg 10 Int 08 Mor 07 Mov 10
his status, but all like him which is important for Sagett’s Physical Skills: Climbing 50, Condition 55, Jumping
survival. 55, Stealth 45, Throwing 55
Combat Skills: Initiative 60, Unarmed 60, Dodge 50,
Sagett Dagger 50, Club 55, Short bow 45
Armour/Weapons: Leather Calf boots; Club; Dagger;
Str 09 Agi 18 Sml 06 Wil 15 Cml 10
Short bow
Sta 08 Eye 11 Voi 13 Aur 18 End 09
Dex 17 Hrg 14 Int 16 Mor 07 Mov 18
Physical Skills: Climbing 53, Condition 45, Jumping
76, Stealth 88, Throwing 55 Hooks
Combat Skills: Initiative 81, Unarmed 62, Dodge 90, Payback. The miller hires the PCs to avenge their
Dagger 66, Short sword 83, Short bow 44 daughter whom they gave up for dead. He offers 50d for
Armour/Weapons: Leather Knee boots, gauntlets and vengeance and will still reward the players another 50d if
vest; Short sword; Dagger; Short bow she is rescued.
Smoke? While traveling off the beaten trail the players
Senior members (5) notice some smoke close by from the chimney (location 7).
Will they travel on or investigate?
Benir, Tael, Raspen, and the twins Avin and
Bavon – These men are the core of the gang, they are bet- A bit of work. A local lord has had enough and hires
ter armed and equipped then the junior members. The the players to eliminate the bandits who plague the road-
twins are former apprentice wood workers who left their ways. An offer of 30d for each character and a sizable
abusive master for a more exciting life. They spend most share of any found booty is a generous offer, minus the war
of their time cutting trees for the hideout expansion. Tael saddle at location 2.
is missing an eye and Raspen walks with a limp, old battle

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 16
APOTHECARY which holds various less than legal ingredients, poisons and
narcotics for example.
Size: 3 Quality: œœœœ Prices: High In Derance’s curtained off sleeping area is a locked
Location – Any medium sized settlement chest containing his personal items, 407d, six doses of his
Sands of Life and his personal journal with his recipes. The
Basic Facts journal has dated entries which go back to the year 606, all
Derance of Nerele appears to be a venerable gentleman
of which are in the same hand writing. The journal, if au-
of at least 60 years, his true age a well kept secret. He
thentic puts Derance’s age at well over 100 years and
works in his shop with two female apprentices, Pelke and
would be worth a small fortune to another apothecary or
Alane, both seventeen years old who have been with
any member of the guild of arcane lore.
Derance for about three years. Derance and one of his ap-
prentices usually spend a week every month in the wilder-
ness collecting ingredients, even in winter.
The trio make an effective team, their ingredients and
elixirs are in high demand amongst gentle folk. Love po-
tions, healing balms and herb balls to freshen breath being
the most popular items. Derance also makes a few special
potions for sale to only the wealthiest patrons. His spe- Hooks
cialty is fine crystals which work as coagulants. This sand Hunter and prey. Rumours of a Nolah preying on a
like substance is in high demand by local mid wives for nearby village has Derance acting fast to acquire its blood.
emergencies (see Sands of Life in the Hârn Pottage II article, He approaches the PCs and offers 5d for each pint of Nolah
page 17 for details). blood they can return to him. Negotiations could double
Rare ingredients are always welcome in Derance’s shop the price of the blood plus whatever players can get out of
and he has commissioned mercenaries to collect specific the local lord of the besieged village.
items in the past. He is a shrewd businessman and will So, what d’ya got for me? PCs have acquired some
generally get the better in any negotiation unless he sees unusual herbs/ingredients and are given Derance’s name
something unique, when his excitement always betrays as a place to unload said items.
him. I could use a group like yours. Derance approaches
Ground Floor the players and offers them a job. Enter barbarian land and
The front of the building serves as the shop. Open from harvest a certain flower considered sacred to the local
noon till dusk one of the apprentices sits here preparing tribe.
various ingredients for sale or use in potions. Well stocked Revenge. Pelke was assaulted by local ruffians,
shelves containing many pots of ingredients line the walls. Derance wants them dealt with, harshly. He offers two
If more than one customer enters the shop Derance will be doses of his healing salts as payment but this is negotiable.
called for immediately. Special orders may be placed with
Derance for the preparation of almost any known potion as
his knowledge is excellent. Waiting times of up to a week
are sometimes required. Any illegal substances requested
will have a 300% mark up and delivery will be made at a Ruffians (4)
neutral site. Str 10 Agi 10 Sml 08 Wil 11 Cml 10
The back room is dominated by a fireplace in the centre Sta 11 Eye 10 Voi 09 Aur 10 End 11
of the room to maxi- Dex 12 Hrg 09 Int 08 Mor 08 Mov 10
mize heat. The girls Physical Skills: Climbing 55, Condition 55, Jumping 65, Throwing
65
take turns cooking and
cleaning while Derance Communication Skills: Awareness 60, Oratory 30, Rhetoric 25;
Languages: Harnic 75
works at his bench be-
Religion: Ritual: Peoni 15; Piety: 10
hind the fireplace.
Combat Skills: Initiative 65, Unarmed 60, Club 55, Dodge 50,
Storage of bulk mer- Dagger 55
chandise is kept in
Armour/Weapons: Leather boots, cloth tunic/hose, club, dagger.
crates and special items
are in the locked chest
near the front of the
building. The locked
chest has a false bottom

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 17

SANDS OF LIFE
TYPE Coagulant
AVAILABLE Rare
PREPARATION Moderate
PRICE/DOSE 16d

Effects
A half-ounce dose will produce imme-
diate scabbing stopping any bleeding 1
wound. More severe wounds will re-
quire the number of doses equal to the
level of bleeding (a bleeding 3 wound
requires 3 doses). Although the scab-
SANDS OF LIFE bing is exceptional, physical activity
should be kept to a minimum for at
Sands of Life are an excellent coagulant usually supplied in small packets of
least 12 hours. Infection rate is also
tightly wrapped waxed paper. Rare throughout Hârn as few persons know the reduced a 25% for wounds treated by
formula and fewer can acquire the main ingredient. It takes the form of gran- the Sands of Life.
ules which are near black in color. A faint mint odour can be detected from the
substance.
Nolah blood
A Nolah is a large humanoid creature
Claims and Expectations whose body holds about 15 pints of
Applied directly to any wound the crystals will immediately cease all bleed- blood. The blood need not be fresh but
ing. The most grievous wound can be sealed with enough doses. The sands do is important to be uncontaminated.
not help in the healing but do cause immediate scabbing which reduces the risk Apothecaries will pay up to 10d a pint
of infection by 25%. Sought after by midwives in case of complications during for the blood.
births, it is usually saved for noble or rich patients. Mercenaries and adventures
also seek out this medicine in case of a severe wound.

Preparation
Simmer a pint of Nolah (Hârnic Troll) blood until reduced to approximately
25% original volume. Add a portion of powdered chalk and an equal measure
of pulped peppermint (leaves and stems). Carefully heat to a boil for few min-
utes until a thick paste is left. Large pieces of stem and leaves should be re-
moved. Left to cool and dry the paste becomes crusty and is then lightly
ground to a course granular. Each pint of Nolah blood should produce 2 ounces
or 4 doses of the Sands of Life.

Storage
The Sands of Life is highly susceptible to humidity and moisture will ruin its
effectiveness. If kept dry its potency will never diminish even over many years.

Dosage
Gently press a half-ounce of the crystals directly into the wound.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 18
AMBUSH – A question of honour brother had little). He requested if this could be done while
on patrol as it would only take a couple of extra days. The
Location – Kingdoms of Chybisa, Kaldor or Melderyn headmaster agreed to the extra time which gave Sir Urfer-
but can be used in any of the western countries with del a window of opportunity. They would ambush a
minimal modifications Halean caravan and steal the collected funds for the Lara-
This article is a random encounter to be used in the for- nian fighting order claiming it was his inheritance. The
ested region between major settlements. The course of ac- men were quite familiar with the Haleans travel plans and
tion the players take could lead to long lasting conse- selected an appropriate place for ambush. Arranging their
quences. Although the encounter is between Halean patrol time to coincide with the passage of the Halean
priestesses and Laranian knights, Agrikan troops can easily caravan the men put their plan into its final phase. Sir
be substituted for the Laranians in the kingdom of Rethem Urferdel and Sir Mosa left with a group of men who were
or the Thardic Republic. loyal to Sir Urferdel. The patrol was made up of squire
Talhann, an ataken (common squire) for Sir Urferdel, 3
Halean Background turken (veteran men-at-arms) and 6 bauken (rookie men-at-
The Halean church is highly skilled in the areas of arms), in addition to the two kights.
monetary gain. Having few adherents they focus on the
merchant class who control much of the wealth. Normally Recent Events
the church centres their actions on their major temples in The knights and squire met up with the caravan at a
the cities of Hârn but other settlements do warrant some fork in the road in full dress with the 3 turken. Under the
attention. For this reason the major temples arrange pretence of patrolling, they offered to escort the caravan
Halean caravans each spring. These caravans normally until the next village. When the caravan was passing the
consist of 1-3 shenasenes (priestesses), 3-6 acolytes, up to pond and low cliffs, the 6 bauken, dressed as bandits at-
a dozen female servants and an equal amount of guards. tacked. Armed with short bows they targeted two of the
Travelling in 3-8 wagons, these caravans set up tents in caravan guards from on top of the cliff as was planned.
settlements where the priestesses and acolytes perform Taking charge quickly Sir Urferdel ordered two of the
Halean rituals for the local adherents. These caravans also turken to protect the priestesses and took the remaining
allow the church to evaluate which regions are deserving of caravan guards with his remaining men up around to the
a permanent temple as well as collect contributions di- cliff top who followed the well trained knight without ques-
rectly from adherents in the far reaches of the land. The tion. Along the way the men turned on the caravan guards
caravans can be found in all civilized areas of Hârn except and cut them down with ease. The turken who remained
Orbaal, Azadmere and Evael although the temple at Tashal with the caravan quickly killed the two wounded guards
is considering a small venture to Azadmere. These cara- and cut the cart horses free. With the six guards dead all
vans are met with mixed feelings amongst the populace; that remained were 5 servants, 3 acolytes and the priestess
dung flinging Peonian peasants are generally the priest- who were all essentially none combatants.
esses’ most common obstacle. It has been mere minutes since the initial attack and
two of the older servants lay slain after standing up to the
Laranian Background men and the others are cowering in a group. The knights
Most Laranians are appalled by the lack of morals ex- and their men are entertaining themselves with raping the
hibited by Halean priestesses. Sir Urferdel Banadel, an women, particularly the priestess and acolytes which was
aged turlana (veteran knight) of the spear of shattered sor- not part of the plan. The plan was to kill everyone quickly
row is no different. For years he has patrolled the king’s and loot the caravan but the Halean priestess is a comely
land and has seen the Halean caravans each year. A highly lass which tempted Sir Urferdel. The other men seeing
pious Laranian he was resentful that the unscrupulous their leader enjoying the spoils of their victory have all
church of Halea is allowed to profit off the rich while Lara- given up on the plan and are each taking turns on the sur-
nians die to protect all. Sir Urferdel befriended others who viving women. In fact only one bauken has stuck to the
shared his staunch Laranian views and arranged it so they plan and is moving to the south to stand watch on that trail
patrolled together. Sir Urferdel’s most faithful ally is his while the rest are engaged in their perversions.
baulana (rookie knight), Sir Mosa.
Last month word came of the death of Sir Urferdel’s
younger brother, a known caravan mercenary. A scheming
individual, Sir Urferdel put together a plan with Sir Mosa to
improve their status within the fighting order and strike a
blow to the immoral Haleans. Informing the headmaster of
his brother’s death, Sir Urferdel stated that he must travel
to the local town to collect his inheritance (a ruse as his

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 19
Wilderness Map of cover will mask their movement. It is possible that a
couple of freed caravan horses have already been encoun-
1 Hidden Camp tered by the PCs.
The Laranians camped here for two days waiting for the
Haleans. The regular uniforms for the baukens are stashed
3 Forked Trail
here along with various supplies and personal items. This is where the knights joined the caravan, about 800 feet
Amongst the personal items is a journal kept by one of the from the ambush site.
bauken (the lad who stuck to the plan to keep watch on the
south road). The journal mentions the plan in rough detail 4 Cliff Overlook
and voices his concern of such evil actions. The journal The men-at-arms originated their attack from this point;
could be an important piece of evidence if the players end players could work there way up here for an excellent view
up in the lord’s court. Any reasonable tracker should be of the events below without being seen if careful.
able to find the camp.
5 The Caravan
2 Southern Trail The Halean caravan was stopped by the pond as planned.
At this point along the trail the PCs will be able to hear the The men are enjoying themselves ravishing the women
screams and cries of the women. The underbrush will pre- and priestess. Only one man stands watch and he is fo-
vent the players from seeing what is happening. Cautious cused on the trail to the south. Details of the caravan are
players should melt into the woods where a good amount presented on the following pages.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 20
Detailed Caravan Location
The priestess is presently behind the last wagon being Laranians
assaulted by Sir Urferdel and Squire Talhann. She is Sir Urferdel and Sir Mosa will fight until defeated (either
beaten and bruised but otherwise not seriously hurt. Sir killed or incapacitated). Squire Talhann will defend Sir
Mosa is enjoying an acolyte close by as one of the turken Urferdel and never surrender even unto death. The turken
holds the young woman down. Two of the bauken stand will fight until a grievous wound is sustained or the two
close to Sir Mosa waiting for their turn. The three surviv- knights are defeated and then flight is attempted. The six
ing servants are huddled together in fear by the third bauken are easily shaken, they will surrender or attempt
wagon watched by a bauken; two of their fellow servants escape if, one of the two knights is defeated (this affects all
lay dead on the other side of the wagon. Two bauken are bauken), an individual receives a moderate wound or half
presently forcing their affection on one of the acolytes just of their number has already been defeated (affects the re-
in front of the servants. The young
woman is scared but relatively
unhurt as the men are being oddly
gentle. The last acolyte is closest to
the front of the caravan and is being
violated by the two remaining turken.
She has been torn badly by the
vicious attack and is bleeding pro-
fusely. The girl will pass out within
minutes from blood loss and will die
if not treated soon. The last bauken
is approximately 50 feet south of the
others and moving farther south
slowly.
The horses belonging to the
knights and squire are tied to the tree
east of the caravan.
Once the players get a view of
what is going on they will have only
minutes before the men start killing
the women. The men are easily
identified as Laranian knights even
though some of the men are out of
uniform. As well there is no
mistaking the Haleans for anything
else but priestesses and servants.
The covered wagon holds a
strong box with a complexity 7 lock
to which the priestess has the only
key. The box contains 32£ in silver.
There are also various perfumes and
fine clothing worth around 3£ in the
carts but selling said items could
implicate players in the ambush (if
the Haleans are slain).
The Laranians are still in their
armour more or less with weapons
close at hand. If attacked, two bau-
ken will watch the prisoners while all
others launch a counter attack.

mainder).

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 21
Aftermath
Sir Urferdel & Sir Mosa There are numerous possible outcomes to the players in-
Str 14 Agi 12 Sml 11 Wil 11 Cml 11 teraction with the ambush. Listed below are various sug-
Sta 14 Eye 10 Voi 10 Aur 09 End 14 gested repercussions to the PCs actions or lack of action.
Dex 12 Hrg 11 Int 11 Mor 12 Mov 12
First – Players avoid all contact with the Haleans and La-
Physical Skills: Climbing 77, Condition 70, Jumping 81, Rid-
ing 77, Throwing 73 ranians and slink away unnoticed. Players may think this is
Communication Skills: Awareness 79 the end of this sad situation but it could just be the begin-
Combat Skills: Initiative 77, Unarmed 71, Dodge 60, Broad ning. Weeks later the Laranians, specifically Sir Urferdel
sword 80, Dagger 75, Lance 75, Shield (knight) 75 and Sir Mosa are investigating the murder of the Halean
Craft Skills: Physician 57 priestess since the incident happened during their patrol.
Armour/Weapons: Quilt Cowl/Gambeson; Mail Cowl They are half heartily asking locals if they saw anything
short/Hauberk short/Leggings; Leather Knee when some villagers indicate seeing a group of armed trav-
boots/Gauntlets; Kurbul Coudes/Vambraces; Plate Half- elers (the PCs). With the players as good scapegoats Sir
helm; Broad sword; Dagger; Lance; Knight shield
Urferdel sends word he is in pursuit of the killers and be-
gins hunting the PCs. The peasants give good descriptions
of the players and which road they were traveling on. How
Squire Talhann easy it is to follow the PCs is up to the GM. The pursuing
Str 12 Agi 12 Sml 09 Wil 11 Cml 10 men will include Sir Urferdel, Sir Mosa, squire Talhann and
Sta 12 Eye 09 Voi 08 Aur 07 End 12 the three turken men-at-arms.
Dex 13 Hrg 11 Int 10 Mor 13 Mov 12
Second – Players kill everyone and rob the caravan them-
Physical Skills: Climbing 65, Condition 60, Jumping 65, Rid-
ing 53, Throwing 60 selves. Again they will be identified by locals as possible
Communication Skills: Awareness 62 suspects in the deaths of the Haleans as well as the Larani-
Combat Skills: Initiative 71, Unarmed 66, Dodge 60, Short ans. Selling any of the Halean or Laranian possessions
sword 65, Dagger 60, Spear 60, Shield (round) 60 would cement their guilt. The Halean church will then of-
Craft Skills: Physician 40 fer a sizable reward for the capture of the players. The La-
Armour/Weapons: Ring Shirt and Leggings, Quilt Coif, ranians will dispatch a group of one knight with squire for
Leather Gauntlets and Shoes, Short Sword; Dagger and each identified party member to hunt them down.
Spear; Round shield
Third – PCs defeat the Laranians but fail to save the
Haleans. If they retrieve the bauken’s journal from the La-
Turken (Veteran men-at-arms) (3) ranian camp this will prove the Laranians were responsible
Str 11 Agi 11 Sml 09 Wil 10 Cml 10 for the ambush, otherwise the players will again be blamed
Sta 11 Eye 09 Voi 08 Aur 07 End 11 for the attack.
Dex 11 Hrg 10 Int 09 Mor 11 Mov 11
Fourth – The PCs save the Haleans or at least enough of
Physical Skills: Climbing 60, Condition 55, Jumping 60,
Throwing 55
them to act as witnesses against the Laranian knights.
Communication Skills: Awareness 60 Even with the truth out the players will have made enemies
Combat Skills: Initiative 65, Unarmed 60, Dodge 55, Spear amongst the Laranian fighting order which could lead to
60, Shield (round) 55, Short bow 60 future troubles. The Halean church will reward each player
Craft Skills: Fletching 45, Foraging 45, Tracking 50 with a generous 1£ and they will be welcome at the next
Armour/Weapons: Leather Gauntlets, Leggings and Shoes, temple function if they save the priestess, Jyldel of Sobira.
Kurbul Halfhelm; Quilt Gambeson; Spear; Shortbow; Round If Jyldel is killed they will be rewarded only 150d each.
shield
Fifth – The players save the Haleans and spare some of
the Laranians. Brought back for trial the Laranians are
Bauken (Rookie men-at-arms) (6) found guilty of murder, rape and desecration. All will be
Str 11 Agi 10 Sml 09 Wil 10 Cml 09 hung except Sir Urferdel and Sir Mosa (if they survived)
Sta 10 Eye 09 Voi 08 Aur 07 End 10 who will be ordered to pay 5£ each as restitution. The
Dex 11 Hrg 10 Int 09 Mor 11 Mov 11 players will have made dangerous enemies in these two
Physical Skills: Climbing 60, Condition 55, Jumping 60, knights. The Halean church will reward each player with
Throwing 55 150d and their gratitude. The Laranians will also express
Communication Skills: Awareness 58 their gratitude for preventing a great wrong by repairing all
Combat Skills: Initiative 60, Unarmed 55, Dodge 50, Spear
the player’s equipment.
50, Shield (round) 45, Short bow 50
Craft Skills: Fletching 25, Foraging 35, Tracking 30
Armour/Weapons: Leather Gauntlets and Shoes; Spear;
Shortbow

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 22
The stables are small but provide shelter for travelers
INN – Winter’s Wind steeds. The rear wall hides a secret room which contains
Location – Kingdom of Orbaal many weapons and equipment for the resistance. In this
Size: 4 Quality: œœ Prices: Average area is the armour and weapons of the two slain Crimson
Dancer knights slain by Adlynn. Although the weapons are
Basic Facts unremarkable the scale habergeons are of unique design
The Winter’s Wind is a small establishment made up of made for women (although it will fit men). Any member of
two buildings. The inn proper and living quarters are the Crimson Dancers can spot these suits of armour with
housed in an old but sturdy stone walled building while the ease and will react violently towards anyone wearing them
stables are in a newer constructed wooden walled building. who are not in the order.
Owned and run by the Bekeny clan for seven decades it
has seen the worst of the Ivinian conquest and the Jarin
rebellion.
The present owner is Adlynn of Bekeny, an energetic
man of 34 summers. He runs the inn with his wife and two
teenage children, a son and daughter. The family would be
moderately well off if they were not Jarin stock in Orbaal.
The taxes imposed on Jarin businessmen are severe to say
the least but Adlynn pays them without complaint. In fact
many view Adlynn as an Ivinian sympathiser and boot lick.
This is actually far from the truth as Adlynn is an active
member in the Jarin resistance. Just last month two Hagki
(knights) of the female fighting order, The Crimson Dancer
showed up at the inn to stay the night. Adlynn drugged
and killed the two women in their sleep. With the help of
other resistance members they disposed of the bodies and FOOD
horses but kept the armour and weapons. Adlynn is pres-
SMOKED EEL 3f BREAD & CHEESE 2f
ently nervous about killing such high ranking travelers
(rightfully so) but could not pass up such an opportunity. POTTAGE 2f PORRIDGE 1f
He will be highly wary of any unusual travelers. MUTTON 1d SAUSAGES 2f
DRINK
Ground Floor ALE 1f CIDER 1f
The common room is typical for a small rural inn for
MEAD 2f WINE (Elderberry) 3f
Orbaal. Long tables line a fire pit in the centre of the room
with the simple bunks curtained off to one side. Light dur-
ing the day is provided by three small windows giving the
room a dark foreboding appearance. There is room for 8
Hooks
For the greater good. Adlynn sees an opportunity
to sleep but others may sleep on the tables.
with the PCs. While the players stay at the inn he arranges
Locals are forbidden to enter the inn during working for one of his resistance allies to approach them and offer
light, but at night it is usually full until closing around five to sell them the Crimson Dancer scale habergeons in se-
hour glasses past sundown. A standing tradition amongst cret. The man will feign urgency for coin and will accept
locals is to vacate the table closest the bar if travelers enter as little as 150d each and then disappear. This could lead
the inn. This allows newcomers a place to sit and eat near the PCs into extreme peril with the Crimson Dancers, but
Adlynn so he can personally serve them. The locals will be should remove suspicion from the resistance for the disap-
friendly towards travelers except if they appear of Ivinian pearance of the two knights.
decent, then curt politeness is the best they will receive.
The trail leads here! While staying at the inn a group
Adlynn’s children will sleep in vacant bunks but if the inn is
of Crimson Dancers barge in looking for their missing
full they will sleep on the tables or floor if need be.
friends. They will begin questioning Adlynn which will de-
The back room is both the kitchen and sleeping quar- grade into threats and torture quickly when they don’t hear
ters for Adlynn and his wife, Felesra. Felesra is the inns what they want. Will the PCs intervene? Even speaking up
cook as well as alewife. It was Felesra who drugged the will garner a strong response.
two Crimson Dancer knights. The food is flavourful but
Watch what you say. While at the inn, the players
portions are meagre which has caused a few customers to
are approached by chatty Adlynn. He is trying to ascertain
complain in the past. The inns specialty is smoked eels
whether the PCs are “friend or foe”. If the latter he might
which are caught locally.
try and drug them for their weapons and equipment.

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 23
ARCANE OBJECT
SHROUDS OF UPPRISA
There are five known copies of this powerful
holy relic, all of which are presently held by
temples of Agrik. Three in the Azeryan
Empire, one held in the capital of the
Dalkeshi Empire and the last is in the
city of Coranan in the Thardic
Republic on Hârn. Appearing as
no more than badly soiled burial
shrouds these cloths are
jealously coveted by followers
of Morgath. All are reported to
have two or three badly frayed
edges leading scholars to
believe that they are all pieces of
an original giant sized shroud.
With this fact suspected, many
believe that there can be up to
nine Shrouds of Upprisa in
existence (if not more) and the
Amanasurif (Pontiff) of Agrik has
agents actively searching for the
remaining pieces.
Thought to be holy relics of the god
Agrik these shrouds were actually of Peonian
design. The shrouds have been imbued with the
ability to resurrect the dead; however, these
powerful artefacts have an unimagined limitation. Due
to the Concordat, Morgath god of the dead imposed a The dark touch of Morgath has caused a perversion to
measure of his power in the creation of the shrouds. For this wondrous power. If a fresh (dead for less than 3 days)
the shrouds to work in their intended fashion a person must corpse is wrapped in the shroud on this plain of existence
travel to the land of the dead (Yashain), locate the soul of and left for 24 hours a tiny portion of the person’s soul re-
the person they want to resurrect and wrap them in the turns to the body. This small portion of the person’s soul is
shroud on that plane of existence. After a short revival in- enough to reanimate the body but little more. The revived
cantation is chanted, the swaddled soul is immediately re- corpse is now one of the Shroud Ghouls, a true abomina-
turned to their body. A returned soul enters its body which tion and horror (See Hârn Pottage II, page 30). Some
begins to heal fully in a short time span (1 hour for every scholars believe if all the parts are rejoined together that
year dead). Even a body reduced to ashes or dust may be the, then single shroud will be able to properly resurrect
revived by the shrouds power, but the only known revival victims on this plane of existence, but this is not known to
incantation works solely for victims dead less than a year. have ever been attempted.
The shrouds power is only able to be invoked but once
per month and only on Peonian holy days.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 24
HERMIT HOVEL quire a combined strength of 20 to open it with some sort
of pry bar.
Location – Anywhere on Hârn just on the edge of
civilization
Basic Facts
This tiny wooden structure is situated at the top of a
small bluff. The building is approximately 20’ by 15’ with a
partially collapsed thatch roof. Run down with a broken in
front door the building appears to have been abandoned
for some time, possibly years.
The inside of the hut is in a state of decay. The
knocked in door lies on the floor near a small table and
overturned stool. Debris is scattered on the floor under the
hole in the roof and a small wood pile in the south western
corner is half covered in a pale grey mould. A crude cot
frame is in the top back corner half covers what appears to
Once the trap door is open the players will see a small
be rotting blankets and other cloth like material. The pile
tunnel leading down into the earth. The walls of this shaft
of old clothing is now the nest of a large and unsocial
are reinforced with wooden planks and a ladder goes down
badger. The badger will be sleeping when players enter
nearly 20’. The ladder and planks appear in fair condition
the hut but will wake quickly and defend its home fear-
but the ladder is of light constructing and will break if
lessly. At the foot of the cot frame is a small closed trunk
someone weighing more than 220lbs tries to climb down it.
which appears not to be locked. The trunk in fact is empty
as a closer look will reveal the back has been gnawed At the bottom of the shaft is a low 6’ high tunnel which
through by the badger and the contents pulled out for its leads to the south for about 15’ and appears to open up
nest. Within the nest are 6d, the only thing of value within into a larger room. The tunnel has wooden support beams
the shack. and shows signs of being dug out by human hands. Just at
the opening of the natural cave is the bare skeleton of a
human curled into the fetal position.
The skeleton is of Jans of Emorran, former owner of the
Badger
small hut and recluse Fyvrian Shek-pvar. Bitten on the
Str 13 Sta 16 Agl 12 Eye 10 Hrg 18
Sml 28 Int 04 Aur 09 Wil 15 End 15 hand by his last experiment Jans succumbed to the para-
Move 12 lyzing poison, dying quietly here in his lab. His clothes
Skills have rotted away into a few scraps and only a small silver
Initiative 73; Dodge 60; Awareness 71; Stealth chain remains on the neck of the skeleton (value 60d).
84; Tracking 68; Bite 2P 68; Claw 2E 65 The dry natural cave is approximately 25’ by 35’ with a
Armour
9’ high ceiling. This is where Jans preformed his experi-
B4 E2 P2 F3 GAC 1
Strike Locations
ments in the growth of insects and arachnids. A large table
01-15 Head 31-50 Thorax holds various very dusty jars, an alembic, retort and pestle.
16-25 Neck 51-85 Abdomen The alembic is of high quality and could fetch as much as
26-30 *Fore arm 86-95 *Hind Leg 100d to an alchemist or Shek-pvar, but is very fragile. Also
96-00 Tail on the table is a key ring with two keys, both to the two
* Odd= Left, Even = Right locked trunks in the cave complex.
Along the north wall are four hanging cages made out
of fine wire about 2’ in diameter. Three of these cages hold
the husks of long dead experiments of Jans. The first one
holds the remains of a cricket which is a foot long. The
second cage holds the empty exoskeleton of a beetle about
The hut holds a secret about its former inhabitant. Un- 8 inches long. The last occupied cage holds the remains of
der the hole in the ceiling partially covered by debris is a Jans most successful and last experiment, a common wolf
trap door. The trap door is warped from water damage but spider who’s body is almost 14” inches long. The legs have
still hard to see with the wreckage and dirt covering the broken off the body but can be estimated at almost 3’ in
floor, an awareness roll is required to notice it. Because of diameter total, the site of this horror could cause irrational
the water damage the door is now stuck firm and will re- behaviour in persons suffering from arachnophobia. It was
the wolf spider who managed to bite Jans on the hand.

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 25
Due to its increased size came a proportionately increased The original entrance to the cave was also walled off
amount of poison that paralyzed the hapless man. Jans with mud but the top has crumbled slightly and is notice-
succumbed to dehydration three days after the bite. able to someone looking closely with a good light source.
Also in the room are a large brazier, three large trunks The other side of the mud wall is a low tunnel leading to a
(one with a complexity 4 lock) and another table containing narrow opening at the bottom of the bluff. Small animals
various jars with the remains of Jan’s favourite accom- on occasion use this cave as a den but with the badger
plishments. The jars of giant insects would be of great in- close by few stay long.
terest to any apothecary and could fetch dozens of pennies
for each. The locked trunk contains one of Jan’s journals
which details his experiments over the last five years, a
chantry would pay a reasonable amount for this tomb. The
two other trunks hold a few pieces of clothing as well as
packing material for when transporting the alembic and
other fragile items found here.
Behind the large stone to the south is a debris pile of
dusty dead bugs of various sizes but nothing to match the
Hooks
remains in the cages. These bugs were earlier successes What happen to Jans? The players have been hired
and failures by Jans who took great pains not to let his by one of Jans’ colleagues to find him. A rough location of
“pets” escape. There is nothing of value here but torch his home could be given.
light will gleam off of some of the beetle shells which could It’s getting late. The PCs are travelling in the woods
fool PCs into spending time here mucking about. and stumble upon the shack just as they are considering
Jans sealed a small alcove with packed mud making it making camp. Sleeping indoors would be dryer than sleep-
appear as one of the normal walls of the cave. Inside the ing outside.
alcove is a locked chest which contains Jans more precious Did you see that? One of the characters spotted a gi-
items. In the chest are three of Jans’ earlier journals from ant insect. A descendant of one of Jan’s experiments who
before he arrived at the cottage, a stack of love letters from escaped. Following it could lead back to the cave mouth
an unknown woman, a purse with 211d and his masters and possibly more descendants.
credentials in a wax sealed tube.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 26
JARIN HAMLET free evenings with the other local men at the inn. A small
swine shack is behind the cottage holds a half dozen pigs.
Location – Kingdom of Orbaal
Population: 50 2 THRALL – Farmer (Brald of Baersan)
Brald is the brother of the reeve and a member of the local
Basic Facts Jarin resistance. He openly supports his brother but se-
This tiny hamlet has existed for almost two centuries, cretly embarrassed by his subservient actions towards the
seeing the fall of Jara and the rise of the Kingdom of Or- Ivinians. A widower for two years, Brald has two surviving
baal. Situated on the west bank of Twellyr pond the villag- children, a daughter of 12 years and a 10 year old son. He
ers make a living with farming and fishing the eel rich wa- is a farmer but also fishes the swamps for eels and crayfish.
ters of the local swamp.
The village is a half days travel from any major settle- 3 THRALL – Woodward (Wynas of Baersan)
ment but two other hamlets are within a 30 minute walk. A cousin of the reeve, Wynas has a frail and sickly wife
The village is mostly left in peace as long as there are no who has survived for years despite a half dozen bouts of
challenges to Ivinian authority and taxes are paid in full. fever and coughs. She has also blessed Wynas with four
There are five clans in the village, two of which are but sin- healthy children who range from 3 years to 11. Wynas is
gle families. an inept farmer but with the help of his clan members is
Due to the plentiful wildlife in the local swamp the vil- able to feed his family. He also acts as the woodward for
lagers have avoided ever going hungry even with the harsh the area but since most of the area is swamp he has a hard
taxes imposed upon them. This has given the villagers a time getting about and is lax in his duties. A small apple
much sunnier outlook on life than other thralls in Orbaal. orchard on his land allows Wynas to produce an excellent
cider which he enjoys a little too much in the reeve’s opin-
Government ion.
The village is administered by a reeve chosen by the lo-
cal Ivinian valhakar. The reeve is responsible that once a 4 REEVE (Trealle of Baersan)
month tithe is collected for an Ivinian representative who Trealle is the head of the village’s largest clan. Chosen by
comes through the village. On occasion the lord sends his the local Ivinian valhakar to keep the village in order, Tre-
men twice a month and double taxes are imposed. alle is a large man but a bit of a coward, perfect for a Jarin
The beadle of the village polices the villagers and issues lackey. He is in fact a competent reeve who keeps his clan
fines for infractions which are then given to the reeve for and other village inhabitants from running afoul of con-
their Ivinian masters. stantly changing Ivinian laws. His wife and three teenage
children make up his immediate family. Trealle has the
Local Map Keys clan barn behind his house. The barn holds most of the
[A] Twellyr pond. This large pond is really a shallow lake animals owned by his clan and is maintained by all the
of about 60 acres. It is situated at the western edge of a Baersan men. Four teams of oxen and a herd of over three
swamp that covers over 3000 acres itself. dozen goats can be found here.
[B] Common. Once a month the whole village comes here
to “pay tribute” to their Ivinian masters. The common is
5 INN – Winter’s Wind (Adlynn of Bekeny)
also used for the summer festival of life when the local vil- Size: 4 Quality: œœ Prices: Average
lages get together for match making and drinking. The only “free” residents of the village run this small inn.
[C] The Bloody cliffs. To the south east are these 30’ Clan Bekeny has been in the village for many generations
high cliffs which jut out of the swamp. Due to oxidation of and is well liked by all. The inn is popular with the villag-
iron veins in the cliffs they appear to be bleeding in spots. ers from the next two villages which lie within a half hour
[D] Hay field. Set aside to grow winter feed for the live- walk. Adlynn, as with all Jarin businessmen is taxed heav-
stock this mineral rich soil produces a good crop year after ily but pays the reeve without complaint each month. Ad-
year. lynn is a member of the local Jarin resistance. (For floor
plans and further details see the Hârn Pottage II article, page
The Village Residents 22).

1 THRALL – Farmer (Jylin of Baersan) 6 THRALL - Farmer (Mikha of Plahwan)


Jylin is a good farmer and excellent provider for his small Young Mikha has just buried his twin daughters who died
family of four. An adopted member of the reeve’s clan he just days after birth. His young wife remains bed ridden
married the sister of Wynas (location 3) and fathered six but is expected to fully recover. He is racked with grief and
children with her, two sons survive. He spends much of his has taken to drinking heavily at the inn. His work has suf-
fered but the reeve is giving the young man some time to

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 27
straighten up and his cousin the beadle helps him out the grets. The family is hard working but are having trouble
best he can. Mikha takes care of his mother and mother-in- making ends meet with the high taxes but so far have
law as well. Both women watch his wife and assure Mikha avoided going hungry. It is common to find Kasvis and his
that many healthy children are in his future. sons singing bawdy songs at the inn.

7 THRALL - Farmer (Alarra of Plahwan) 10 THRALL - Fisher (Taraig of Sorely)


Alarra is short and stocky with a bad temper which has Taraig has been fishing eels since he was five. Now at 43
earned him the nickname “Badger”. Fined on numerous years this terminal bachelor catches enough food to feed a
occasions by his cousin for fighting, mostly with his brother large family despite the reeve taking half his catch for the
Mikha he is considering abandoning his young wife and Ivinian lord. No one knows the swamp as well as Taraig
new born son to flee south to Kaldor. His cousin, Ponn the does and he can be hired as a guide for the right price. Ta-
beadle suspects that he is getting ready to bolt and watches raig is presently having a secret affair with the son of the
him constantly. Alarra is unhappy and takes offence to innkeeper, a fact that could get him beaten. Taraig also
strangers even looking at him. has a much darker secret which haunts him. Last year
while fishing, his sexual preferences were found out by the
8 BEADLE (Ponn of Plahwan) eldest son of his friend Kasvis (location 9). During the en-
Clan head for the Plahwan family, Ponn acts as beadle for suing argument the boy slipped and struck his head on the
the village. Collecting taxes and enforcing Ivinian law on bow of the boat killing himself. In a state of panic Taraig
the villagers has made him unpopular, even with his own hide the boy’s body and boat is a small cave along the
clan but this does not dampen Ponn’s spirit. A happy man bloody cliffs.
with a beautiful wife and an intelligent 4 year old son, Ponn
wants for little. He even looks after two orphaned nieces 11 THRALL – Fisher (Ambon of Mawas)
who arrived last winter. On Ponn’s land is the clan barn Ambon is the 55 year old clan head of the Mawases. He
which holds three teams of oxen, 18 goats and 3 long and his wife outlived their eight children and they consider
haired cattle. His wife makes an excellent cheese from the the children of their two nephews (Kasvis, location 9 and
goats’ milk which is sold in the inn. Ponn suspects that Halian, location 12) their grandkids. A member of the
some of the villagers are involved with the resistance but Jarin resistance he just recently hide two bodies for Adlynn
sympathises with their cause, so has adopted an out of the innkeeper deep in the swamp. He is a suspicious man
sight out of mind policy. and will avoid contact with outsiders whenever possible.

9 THRALL - Fisher (Kasvis of Mawas) 12 THRALL - Fisher (Halian of Mawas)


Kasvis and his two teenage sons fish the swamps for eels, Halian has a large family to feed and precious little space
catfish and crayfish, some of which they trade with the for them. His wife, Thiana has blessed her husband with
farmers for grain. A third son disappeared while fishing five surviving children between 1 and 10 years. Also in his
alone last year and Kasvis suspects foul play but has no household is his younger sister whom he has tried to marry
proof. His off many times. Alas his sister, Brigyth is the closest thing
wife is the to a whore in the village. She often frequents the inn and
village will latch onto any new comers like a bad smell on a
midwife and chamber pot. If not for his uncle Ambon and friend Taraig
his daughter giving him extra food his children might not have survived
is married to this long.
Alarra
(location 7), 13 SMOKE HOUSES
a situation These two buildings are smoke houses for the fish and eels
which pulled from the swamp. They are maintained by the whole
Kasvis re- village and have been known to attract various predators
looking for an easy meal in the past. Just last year a
swarm of Vlasta raided the village but were easily killed
off after becoming lethargic from gorging themselves
on smoked eel.

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 28

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.
HÂRN POTTAGE II 29

© 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc. HârnWorld™
HÂRN POTTAGE II 30
SHROUD GHOUL SHROUD GHOUL
Shroud Ghouls are the product of a failed resurrection by the holy relics, the
Upprisa Shrouds. Once human, these undead creatures are but shadows of
their former selves. Usually found only in Agrikan temple catacombs, they are Habitat: Temple catacombs
used as guardians; although “free willed” ghouls have been reported in the wil- Height: Human size
derness on occasion. When a body is wrapped in an Upprisa Shroud the person Weight: 120 to 200 lbs
creating the ghoul must perform a religious service which calls back a portion of Diet: None (see description)
the victims soul as well as a binding incantation while allows the ghoul to be Lifespan: Up to 3 years
given a limited set of instructions. If the binding incantation is not preformed a
Group: 1 or 2-6
“free” ghoul is created which will attack all living humanoids. A bound ghoul
can be given limited instructions, such as do not leave a designated area or do 10 Str 06 Eye 03 Int * End
not harm servants of Agrik. Ghouls have been known to last for years in the * Sta 08 Hrg 01 Aur 05 Mov
catacombs of certain Agrikan temples and it is a great honour for followers of 10 Dex 03 Sml 01 Wil
Agrik to be made a temple guardian. 05 Agl
Appearance SKILLS
Ghouls start off appearing as a normal human, albeit with greying skin. As 30 Initiative 40 Awareness
the months pass the ghoul will begin to rot and decay with their odour becom- 40 Weapon (any one handed)
ing steadily intolerable. Hair loss is evident in older ghouls as well as milky 55 Hand 3B 40 Vomit (special)
eyes. ARMOUR
Mannerisms None natural but may be dressed
in any type of armour.
Ghouls are violent to the living, they attack all within sight and
will devour victims. They use their hands to beat and claw victims STRIKE LOCATIONS
to death or weapons if available. A ghoul can also vomit blood and As human
rotted flesh from its stomach onto a person it is
in combat with once per day. This noxious stew
of putrid slime causes no damage but any person
hit must roll against their STA x5 or become
violently ill and fight for the next three rounds
with a special penalty (-10% for marginal fail and -
20% for critical).
Ghouls have no self preservation instincts and attack relentlessly,
never avoiding attacks and always counter attacking.
Although ghouls are undead they still perform various actions of the
living. Breathing is common but unneeded and their rasping breath has
unnerved many a brave warrior. A ghoul will perform limited actions
that were important during its life; a former farmer might appear to be
tilling the soil with a stick for example. They will devour the living, biting
out chunks of flesh from their victims. This eating leads to the ghouls
having large distended bellies as rotting flesh builds up inside them as no
digestion takes place. Some ghouls have burst abdomens from “over
eating” which increases their rate of decay.
Weaknesses
Ghouls have an interesting weakness, when in total darkness they
will stand unmoving, even if harmed in some way. A blinded ghoul
is essentially “destroyed”, never acting as a threat to anyone again
waiting unmoving for an end to their existence.
Holy water from the Goddess Peoni destroys ghouls outright if
they come in contact and a sanctified Peonian holy symbol will hold
them at bay.
A Ghoul may also be destroyed if it takes a total of 100 injury
points and any wound is never healed so older ghouls are usually
easier to destroy.

HârnWorld™ © 2008, N. Robin Crossby (Kelèstia Productions) & Columbia Games, Inc.

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